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- /*
- * Copyright 2011-2017 Blender Foundation
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
- CCL_NAMESPACE_BEGIN
- #if defined(__BRANCHED_PATH__) && defined(__VOLUME__)
- ccl_device_inline void kernel_split_branched_path_volume_indirect_light_init(KernelGlobals *kg,
- int ray_index)
- {
- kernel_split_branched_path_indirect_loop_init(kg, ray_index);
- ADD_RAY_FLAG(kernel_split_state.ray_state, ray_index, RAY_BRANCHED_VOLUME_INDIRECT);
- }
- ccl_device_noinline bool kernel_split_branched_path_volume_indirect_light_iter(KernelGlobals *kg,
- int ray_index)
- {
- SplitBranchedState *branched_state = &kernel_split_state.branched_state[ray_index];
- ShaderData *sd = kernel_split_sd(sd, ray_index);
- PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
- ShaderData *emission_sd = AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]);
- /* GPU: no decoupled ray marching, scatter probalistically */
- int num_samples = kernel_data.integrator.volume_samples;
- float num_samples_inv = 1.0f / num_samples;
- Ray volume_ray = branched_state->ray;
- volume_ray.t = (!IS_STATE(&branched_state->ray_state, 0, RAY_HIT_BACKGROUND)) ?
- branched_state->isect.t :
- FLT_MAX;
- bool heterogeneous = volume_stack_is_heterogeneous(kg, branched_state->path_state.volume_stack);
- for (int j = branched_state->next_sample; j < num_samples; j++) {
- ccl_global PathState *ps = &kernel_split_state.path_state[ray_index];
- *ps = branched_state->path_state;
- ccl_global Ray *pray = &kernel_split_state.ray[ray_index];
- *pray = branched_state->ray;
- ccl_global float3 *tp = &kernel_split_state.throughput[ray_index];
- *tp = branched_state->throughput * num_samples_inv;
- /* branch RNG state */
- path_state_branch(ps, j, num_samples);
- /* integrate along volume segment with distance sampling */
- VolumeIntegrateResult result = kernel_volume_integrate(
- kg, ps, sd, &volume_ray, L, tp, heterogeneous);
- # ifdef __VOLUME_SCATTER__
- if (result == VOLUME_PATH_SCATTERED) {
- /* direct lighting */
- kernel_path_volume_connect_light(kg, sd, emission_sd, *tp, &branched_state->path_state, L);
- /* indirect light bounce */
- if (!kernel_path_volume_bounce(kg, sd, tp, ps, &L->state, pray)) {
- continue;
- }
- /* start the indirect path */
- branched_state->next_closure = 0;
- branched_state->next_sample = j + 1;
- /* Attempting to share too many samples is slow for volumes as it causes us to
- * loop here more and have many calls to kernel_volume_integrate which evaluates
- * shaders. The many expensive shader evaluations cause the work load to become
- * unbalanced and many threads to become idle in this kernel. Limiting the
- * number of shared samples here helps quite a lot.
- */
- if (branched_state->shared_sample_count < 2) {
- if (kernel_split_branched_indirect_start_shared(kg, ray_index)) {
- continue;
- }
- }
- return true;
- }
- # endif
- }
- branched_state->next_sample = num_samples;
- branched_state->waiting_on_shared_samples = (branched_state->shared_sample_count > 0);
- if (branched_state->waiting_on_shared_samples) {
- return true;
- }
- kernel_split_branched_path_indirect_loop_end(kg, ray_index);
- /* todo: avoid this calculation using decoupled ray marching */
- float3 throughput = kernel_split_state.throughput[ray_index];
- kernel_volume_shadow(
- kg, emission_sd, &kernel_split_state.path_state[ray_index], &volume_ray, &throughput);
- kernel_split_state.throughput[ray_index] = throughput;
- return false;
- }
- #endif /* __BRANCHED_PATH__ && __VOLUME__ */
- ccl_device void kernel_do_volume(KernelGlobals *kg)
- {
- #ifdef __VOLUME__
- /* We will empty this queue in this kernel. */
- if (ccl_global_id(0) == 0 && ccl_global_id(1) == 0) {
- kernel_split_params.queue_index[QUEUE_ACTIVE_AND_REGENERATED_RAYS] = 0;
- # ifdef __BRANCHED_PATH__
- kernel_split_params.queue_index[QUEUE_VOLUME_INDIRECT_ITER] = 0;
- # endif /* __BRANCHED_PATH__ */
- }
- int ray_index = ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0);
- if (*kernel_split_params.use_queues_flag) {
- ray_index = get_ray_index(kg,
- ray_index,
- QUEUE_ACTIVE_AND_REGENERATED_RAYS,
- kernel_split_state.queue_data,
- kernel_split_params.queue_size,
- 1);
- }
- ccl_global char *ray_state = kernel_split_state.ray_state;
- PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
- ccl_global PathState *state = &kernel_split_state.path_state[ray_index];
- if (IS_STATE(ray_state, ray_index, RAY_ACTIVE) ||
- IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND)) {
- ccl_global float3 *throughput = &kernel_split_state.throughput[ray_index];
- ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
- ccl_global Intersection *isect = &kernel_split_state.isect[ray_index];
- ShaderData *sd = kernel_split_sd(sd, ray_index);
- ShaderData *emission_sd = AS_SHADER_DATA(&kernel_split_state.sd_DL_shadow[ray_index]);
- bool hit = !IS_STATE(ray_state, ray_index, RAY_HIT_BACKGROUND);
- /* Sanitize volume stack. */
- if (!hit) {
- kernel_volume_clean_stack(kg, state->volume_stack);
- }
- /* volume attenuation, emission, scatter */
- if (state->volume_stack[0].shader != SHADER_NONE) {
- Ray volume_ray = *ray;
- volume_ray.t = (hit) ? isect->t : FLT_MAX;
- # ifdef __BRANCHED_PATH__
- if (!kernel_data.integrator.branched ||
- IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
- # endif /* __BRANCHED_PATH__ */
- bool heterogeneous = volume_stack_is_heterogeneous(kg, state->volume_stack);
- {
- /* integrate along volume segment with distance sampling */
- VolumeIntegrateResult result = kernel_volume_integrate(
- kg, state, sd, &volume_ray, L, throughput, heterogeneous);
- # ifdef __VOLUME_SCATTER__
- if (result == VOLUME_PATH_SCATTERED) {
- /* direct lighting */
- kernel_path_volume_connect_light(kg, sd, emission_sd, *throughput, state, L);
- /* indirect light bounce */
- if (kernel_path_volume_bounce(kg, sd, throughput, state, &L->state, ray)) {
- ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
- }
- else {
- kernel_split_path_end(kg, ray_index);
- }
- }
- # endif /* __VOLUME_SCATTER__ */
- }
- # ifdef __BRANCHED_PATH__
- }
- else {
- kernel_split_branched_path_volume_indirect_light_init(kg, ray_index);
- if (kernel_split_branched_path_volume_indirect_light_iter(kg, ray_index)) {
- ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
- }
- }
- # endif /* __BRANCHED_PATH__ */
- }
- }
- # ifdef __BRANCHED_PATH__
- /* iter loop */
- ray_index = get_ray_index(kg,
- ccl_global_id(1) * ccl_global_size(0) + ccl_global_id(0),
- QUEUE_VOLUME_INDIRECT_ITER,
- kernel_split_state.queue_data,
- kernel_split_params.queue_size,
- 1);
- if (IS_STATE(ray_state, ray_index, RAY_VOLUME_INDIRECT_NEXT_ITER)) {
- /* for render passes, sum and reset indirect light pass variables
- * for the next samples */
- path_radiance_sum_indirect(&kernel_split_state.path_radiance[ray_index]);
- path_radiance_reset_indirect(&kernel_split_state.path_radiance[ray_index]);
- if (kernel_split_branched_path_volume_indirect_light_iter(kg, ray_index)) {
- ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
- }
- }
- # endif /* __BRANCHED_PATH__ */
- #endif /* __VOLUME__ */
- }
- CCL_NAMESPACE_END
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